﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using LoL;

namespace NPLoLProto1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Actor cabbagelips;
        Actor staticPlatform;
        Actor droppingPlatform;
        Actor sinkablePlatform;

        KeyboardState oldstate;
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferHeight = 720;
            graphics.PreferredBackBufferWidth = 1280;
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            cabbagelips = new CabbageLips(new Vector2(100, 100), 0, new Vector2(0, 0), 100, new Vector2(1, 1), 20);

            staticPlatform = new StaticPlatform(new Vector2(100, 200));
            droppingPlatform = new DroppingPlatform(new Vector2(350, 200), 1.3f, 2);
            sinkablePlatform = new SinkablePlatform(new Vector2(600, 200));
            
            oldstate = Keyboard.GetState();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            cabbagelips.LoadContent(this.Content, "cabbagelipsProtoSmall");
            staticPlatform.LoadContent(this.Content, "static");
            droppingPlatform.LoadContent(this.Content, "dropping");
            sinkablePlatform.LoadContent(this.Content, "static");


            ActorManager.AddActiveActor(cabbagelips);
            ActorManager.AddActiveActor(staticPlatform);
            ActorManager.AddActiveActor(droppingPlatform);
            ActorManager.AddActiveActor(sinkablePlatform);
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            

            // Do gravity if not on ground
           
            inputManager();
            ActorManager.Update(gameTime);
     

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();
            ActorManager.Draw(spriteBatch);
            spriteBatch.End();

            base.Draw(gameTime);
        }

        private void inputManager()
        {
            KeyboardState state = Keyboard.GetState();
            if (state.IsKeyDown(Keys.Right)) 
            {
                ((Character)cabbagelips).MovementSpeedX = 5;
            }
            else if (state.IsKeyDown(Keys.Left))
            {
                ((Character)cabbagelips).MovementSpeedX = -5;
            }
            else if (state.IsKeyUp(Keys.Left) || state.IsKeyUp(Keys.Right))
            {
                ((Character)cabbagelips).MovementSpeedX = 0;
            }

            if (state.IsKeyDown(Keys.Space) && oldstate.IsKeyUp(Keys.Space))
            {
                if (((Character)cabbagelips).MovementSpeedY == 0)
                    ((Character)cabbagelips).Jump();
                
            }

            oldstate = state;

        }
    }
}
